What are some pitfalls or pieces of good advice when designing levels or maps for a (presumeably 3D but not necessarily) game?
closed as not constructive by Tetrad♦ Jan 21 '12 at 20:54
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In a linear context, provide the player with challenge, but also rest. Gradually increase the difficulty in an upward wave, something like
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Here are a few links about game design and level design collected on my webpage: http://www.newarteest.com/game_dev.html Especially take note of the link "evaluating game mechanics for depth" because that is a really informative article about level designers. |
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Design your first level to teach players how to play. The original Mario Bros. games are good examples of this: http://us.wii.com/iwata_asks/nsmb/vol1_page4.jsp http://www.significant-bits.com/super-mario-bros-3-level-design-lessons |
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Make user stories for the type of play styles the game is supposed to appeal to If the focus is on exploration, try to avoid penalizing the player for it, both in terms of deaths that send the player back, as well as in time spent backtracking. If the game is to appeal to players who like speed runs, consider different ways that the player can optimize their path - have some weapons kill enemies faster than others (Megaman), have some paths with fewer obstacles or further away from bottomless pits (Sonic 3&K). If the game is intended to appeal toward players who try to make perfect runs, make sure that "game over" isn't a significant penalty (Ikaruga, Megaman). Also, keep in mind that difficulty is combinatorial: If an obstacle has a 10% chance of being beaten on a given try, 3 of those obstacles in a row gives a chance of 0.1% - sure, players get better with practice, but they make mistakes, too, so make sure to add checkpoints in between, or lower levels for the player to fall onto. If narrative is a significant part of the game, keep the pace slow to ensure the player becomes attached to the scenery. Vary scenery intentionally - not just to keep the player engaged with the narrative, but as a visual cue for change in game mechanics (ice, water) or difficulty. ColourLovers is your friend. Consider whether randomly generated levels would benefit or detract from your design:
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Keep rewarding me I like being rewarded for my actions. So loads of small bonus items, small upgrades, gold/points something that immidiately gives me pleasure so I want to continue grabbing more and more. Dont punish me with time-limits What I dont like in a game is when the developers finds it too easy and uses TIME as the only thing keeping me from completing a level. That is bad level design. You could use time as a "bonus", but never as a punishment. Sometimes the phone rings, the dinner is ready or even a toilet has to be visited. A pause is not enough here. If I am close to the goal and the level ends just because I was 5 seconds short, there is not much reason for me to try once more for 7 minutes. My approach is to keep the player happy and occupied even in stressed situations. So, none or a minimum of "Whoops dead, replay the last 5 minutes to get right back here"... instead, make it attractice to try again, not a punishment. |
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@Sean James is for linear games, fine. I somewhat disagree. if your game is linear, for god's sake don't pretend it's not. A linear game that fakes being non-linear should burn in hell (hello, Metroid Fusion). non-linear is fine and much fun, as long as:
To sum it up, the ideal is doing like Castlevania, but better. |
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When everything is special, nothing is special. Make sure that your level/game has a 'comfortable average' that is fun, but that the attention-grabbing moments can rise above. |
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Auntie Pixelante has some excellent posts on level design where she deconstructs classic game levels Check out: |
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Just a few that just came to my mind while i came across this...
Some more thoughts...
Wish i'd have time to write more - i love this subject ;) Need to do some work now... Maybe later... |
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Somethings to add to already great advice given.
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Use silence to you advantage! If your game is going to be scary in anyway silence is key! With a long duration of silence the player gets stressed and scared wondering when something is going to happen. So right in the middle of the level make some guard "Hey! Get back here!" or make some explosion out of no where happen near the players character. Be careful though. Because where you place the sound is very important. It is entirely an art. I can only give one piece of advice that is essential for the silence to pay off: Make sure the player cannot see right away where the sound is coming from. Otherwise the scariness will be less intense. |
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No water levels please. You can generalize this to a few good tips:
There are other things you can learn about how (not) to design levels if you just do research (by which I mean Google) on "why water levels suck". |
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Give the player the information they need to succeed. If the solution to a level relies on something obscure or some new ability then teach the player about it. There doesn't have to be some specific tutorial where you spell it out, rather you can teach the player using cut scenes or making small puzzles at the start of the level that introduce new concepts at a basic but explicit level. |
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Don't make a bunch of "jump" puzzles. There is nothing more frustrating than having to do the same jump about ten times until you get it perfectly right (or you have to redo previous jumps because you missed the Xth jump and have to start over). |
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Avoid slippery-slidey ice levels. Or at least keep the ice to a minimum. |
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Valve's games with developer commentary (particularly: Half Life 2: Lost Coast, Episode 1 and Episode 2, Team Fortress 2 and Portal) are well worth checking out for some good tips on level design. (L4D also has commentry, but I can't remember if it had much about level design in it.) |
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